We wanted to let you know that we added the Hero Graphs you suggested. It was something that we had been wanting to add for awhile and just now pushed it out. For now the duration of the graph is 7 days. We may look into adding more dynamic hero graphs in the future; this is just a quick summary for now. We won't always be able to respond to requests this quickly, but we read everything you suggest and appreciate all of your feedback.

Any plans on changing the "best versus"/"worst versus" calculation? I can't explain it good enough, but essentially there is a way to calculate the "expected" winrate and then look at where a hero does better and where worse. There was a thread in this subreddit from someone that calculated it this way.

Right now you use the absolute winrate for "best/worst versus" and this really does not tell us that much, because the best versus are just the heroes with overall bad winrates and the worst versus are the heroes with great winrates.

First let me say that I totally understand where you're coming from. We think we can make the matchups calculation much more compelling. This has been something nagging at me and keeping me awake at night, haha.

Now regarding the normal/high/very high skill brackets; it might be too difficult to implement anytime soon. (The one way we can gather this data is pretty limiting atm) That said we're working on a solution which we think will be even more compelling and powerful. We will announce it once it's closer to completion.

This is something that's been bugging us for a while and I've finally taken some time to address it. We've just added a new stat to the best and worst versus views on every hero page. The goal was to offer insight into how strong (or weak) heroes are against each other regardless of their normal win percentage.

The stat (called advantage) measures the matchup between two heroes regardless of their normal win rate. It is calculated by establishing their win rates both in and outside of the matchup and comparing the difference against a base win rate.

This is fantastic information, and though a lot of it isn't surprising, it's still cool.

For example, Antimage. His biggest advantage is against Skeleton King. Probable reason? Mana burn makes reincarnate not happen. We also see pretty big advantages over high winrate magic nukers (Jakiro, Zeus) On the other hand you have him being worst versus physical bursters and silences (Clinkz, Riki, Bloodseeker, OD, Huskar).

Fantastic work, greatly improved the site. Please take my money. Other random things I've been wanting are item frequency over time graphs -- for example, looking at the Spectre items from last week and all time I realized over 1/4 of the Eyes of Skadi ever built on Spectre have happened in the last week!

Looking at Drow's page, she only has an tiny advantage against 3 heroes. She is at a disadvantage against everyone else. This implies there is something wrong with your calculations. If done correctly, no hero should perform below expectations against 90% of the hero pool.

I'm not sure how your formula goes, but I would keep it simple, e.g.:
Drow has a 70% win rate
Drow wins 65% of the time against Centaur
Drow wins 75% of the time against Mirana
=> Drow has a 5% advantage against Mirana and a 5% disadvantage against Centaur. Alternatively, Drow has a 75/70=7% advantage vs Mirana and a 65/70=7% disadvantage against Centaur.

While this won't be symmetrical (since a hero may face some heroes more often, weighting that matchup more heavily in the overall win rate), it will make more sense than the calculation you currently use.

You could alternatively go one step further and adjust for the number of games played against each hero to get a symmetrical figure.

Here's the issue, best and worst versus what? It's easy to say that but what skill level you are playing at GREATLY effects this. We are looking into solutions and producing this list isn't as easy as it sounds. Hopefully we can have more progress in the next 30 days to announce.

You can give those statistics based on hero's specific and overall winrates. Here's an example: Let's say that Drow has 70% overall winrate and Meepo 40%, but agaisnt Centaur they both have 55%, that means that Drow could be listed in best matchups and Meepo in worst, even if they got the same winrate agaisnt Centaur.

How does your current system do anything to prevent the bias of skill levels and win rate?

Something like 82% of games are normal bracket with 4% in very high. Point is, your win rates already have that bias and they provide no information. So you might as well make it provide some kind of useful information because even if the win rates are "biased" it doesn't make them invalid.

It sounds like you want to have an only high/very high distribution, but the problem with that is it's biased towards the <20% that are in that bracket.

Would it be possible to simply have a whole 'nother % and bar in a different color for Very High and High skill games? I don't really think "normal" is necessary. It's my understanding that "high" has by far the most players in it, and "very high" despite being like the top 5% has 25% of the games played which makes a good sample pool.

It'd double that amount of content on the page, but things are pretty nice and tidy at the moment so I think it'd fit.

You will see the same pattern when TC, Skywrath Mage, Terrorblade and Phoenix are ported to Dota 2. Techies will be probably even worse, calling a 30% winratio in the first days (assuming there are more bad Techies players than people who play bad against Techies/play against a good Techies player).

Xin, Troll and Medusa will have a quite good/normal winratio because generic carry and shit.

Pit Lord, Bristleback and Tuskarr will also perform quite normal since there isn't too much you can do wrong (besides Snowballing your team to death or Rifting your team to death).

Legion Commander is tanky as hell (26 base Str like Doom but 2.52 armor), not hard to play and the only dumb thing you can do is to feed your opponents some damage via Duel.

Winter Wyvern is a bit tricky, he has good starting stats but people will have big trouble with lasthitting since 41 avg base damage and below average projecticle speed (700 instead of 900) is really annoying. Splinter Blast is kinda tricky and the heal may be malicious for your ally, if used wrong.

Zet the Arc Warden is another new friend with below average projectile speed (800), but basically you just have to get Midas, Manta and Necrobook and then win the game (he can use all of those twice with his ultimate active), also he can use Drum and Diffusial Charges without losing them when used by his ultimate.

Last but not least, Abaddon will probably have a good winratio (calling >53%) since he is amazing and people who never played against him will shit brix (Aphotic Shield + Borrowed Time).

Omg, you guys are the best! Your web site is quite developed in terms of containing loads of statistic archives. Now just add the same graphs of winrate to people personal profiles, so they can track their own performance each week.

We are working hard but remember we just broke 3 million accounts. Half our time is spent making sure we can execute new features without destroying the website. The explosion in traffic on DOTABUFF and sheer size of DOTA2 creates problems.

An idea that I've been thinking about (not sure how possible it would be) would be to look at the win rates of combinations of heroes. So we'd be looking at the win rate of Wisp when there's a Tiny on the team etc. etc.

This could even be extended to the most successful 5 hero combination.

I know I'd definitely be interested in seeing that, not sure how possible it is.

Absolutly love your website but was wandering if it would be possible at the top of the most played table etc you could have a 'total games played' so that we could figure out what percentage each hero has been played. Keep up the good work

yeah, people were saying that her aura was OP because of the creeps (it definitely didn't hurt), but the real problem is that supports are hitting for 150 and it makes most heroes that go mid with a free +4 damage at the start and then free phase boots basically when drow hits 6 because the hero part is global. No other stat aura is global and no other aura gives you something based off of the carry's stats...

The matchup tab still dosn't work at all. It should take into consideration which winrate the heroes have and see if that differs from what winrate it has versus the heroes you are checking matchup for. Because right now the heroes a hero has the highest winrate against are the ones with the lowest winrate. Take for example Bounty Hunter. With his ulti he will counter most invis heroes. But the heroes he is having the highest winrate against are the 5 ones with the lowest winrate. This is not exclusive for Bounty hunter only, instead it happens with all heroes. This is my biggest problem with the site right now!

If you want to get fancy, you could have the same graph with separate lines for each "band" of number-of-games-played. That is, you could have a blue line for people between 0 and 100 games, red for 101-500, green for 501-1000, yellow for 1001+.